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(2 edits)

1.15 (No Masters beta)
Hot New Stuff
- Added a chain of five new Technophages:
Hardgrade: evolves the final boss fight
Iron Dog: enables hard mode
Regicide: enables boss rush mode
Prey: Enables speeddrun mode (always same bosses, wave count and zones, no objectives that have fixed minimal time to complete)
[Redacted]: [Redacted]

- Multiple Technophages can now be active during a single run and all Technophages can be freely combined, you can play bossrush with the new final fight and Plate Flood enabled etc.
(in fact the first new Phage is unlocked by getting a win while you have at least 3 other Technophages active)

- Added three elite versions for every boss in the game. The chance for them to appear is pretty low and only comes into play if you previously flawlessed the boss, unless you increase elite chance through certain items that is. Boss elites have increased stats and/or new behaviors but they also drop more SRM and grant you an additional free chest if you can defeat them.

- 13 new items added, most of which are unlocked by defeating bosses without taking damage

- A few rare items now allow you to parry laser beams, granting you another way to deal with these high threat attacks. The Fang Stray starts with this ability and no longer needs to tank hits at a certain point in the game. (You need to face the source of the beam and strike into it right when it is about to hit you to pull this off, tricky timing and positioning requirements.)

- A few items can now have you suffer from redout if you pull too many Gs, but this only comes into play once you strap ridiculous amounts of engine upgrades onto your jet. A few passives can also make you resistant to the effect.

- Replaced HDogs adaptive res-scaling with a "Cam Zoom" setting in the display options. This effectively allows you to change the games FOV to your taste. Adjust this value if the game appears overall too small for your liking. This is most likely the case if you play on 4k monitors/very high resolution.

General Changes/Balancing:
- Reworked phage selection ui
- Title screen now shows tooltips for technophages
- 2 previous Technophages now have slightly different effects in order to make them combine better
- Added a couple new effects to Crowdsourced Displacer
- Dual Scattergun now has a duplex trigger (fires first barrel on press, second on release)
- Reworked armor piercing so that weapons can have individual AP (now also appearing on the weapon stat sheet)
- Granted some innate AP to all railguns, ultraviolet lasers and few selected melee weapons
- SRM Rail now gains AP alongside piercing
- Sai gained a lot AP at the cost of some damage
- Maw damage buffed, dmg vs massive reduced
- Phalanx trike range increased - Gamma Laser damage and explosion size buffed
- Planetwide Cyber-Taunt now grants a greater coolness bonus, but also increases enemy elite chance more on each use
- Orbital support that requires line of sight is now unable to reach the command system
- Your own rules now allow you to deal collision damage during jumps
- Furi Dash now overcharges your shields if they are not above max already
- Furi Dash now has you retain a small amount of your jump boost when dashing
- Kinetic Heart is now tier 3 (was 4)
- Radical Decalls now also increase enemy elite spawn chance
- Stealth passives now reduce escalation by a minor amount
- A couple healing sources now technically count as heart pickups to enable synergies with a certain new passive
- Recoil modifier is now capped at 20%/300%
- Dodge boost modifier is now capped at 500%
- Enemies that deploy flares will now briefly scramble your weapons if you are turned towards them
- Armored suits are no longer classified as massive - Your rival learned how to circle strafe, which makes him both more dangerous and vulnerable for short periods of the fight
- Rival will switch to CQB strafing more often as the fight goes on, counteracting situations where a fast rival might lock you in a continuous standoff
- Your rivals can overall use its offense actives more often
- Space tether boss segments that are near the ground and top clouds now have increased HP +armor and look different
- Ruins zone is more rare now
- Differentiate damage float text scaling to telegraph relative damage deal a bit better
- Dmg float text now has - markers if an enemy has effective armor that reduced the attacks damage - Additional objects, including large bosses, now count as pl obscuring and show the flashing position marker if you collide through them

Optimization/Effects:
- Attempted to optimize mouse lock function by having it execute at the start of each frame
- Improved screen glitch visuals
- Enemy beams now flash white just before they start to deal damage
- Rapidly switching active no longer spams pickup quotes
- Shell casings fade out more efficiently now
- Increased shell casing fade out on fast firing weapons
- Slightly optimized enemy/player shot collision checks
- Added a cap for hitlag caused by deflecting multiple enemy shots simultaneously
- Slightly differentiated sfx for reverse thrust and strafe
- Boost ignition soundeffect is a little less dominant now
- Fixed Contempter Frigate sometimes firing it's kinetic blisters from its previous position while it is already in an attack jump
- Added some new vfx for enemy destruction
- Added some vfx for player shield overcharge and recovery
- Impact sounds will bunch up less if a large amount of enemies is hit simultaneously by an attack/explosion - Optimized air and ground prop loading on wave initialization

Bug fixes
- Fixed a rare crash caused by certain float text (allies taking damage, collison damage) becoming impossibly large
- Fixed a problem allowing your rival's on-jump effects to trigger repeatedly even if the boss is already jumping
- Fixed a couple combat chatter messages not displaying correctly or on wrong triggers
- Fixed Crowdsource Displacer effect and item anim being messed up if it triggers SRM Replicator
- Fixed Crowdsource Displacer not triggering artillery effect correctly
- Fixed melee sheath anims still appearing while infected with [redacted]
- Fixed Cloud Recon making clouds appear during intermission
- Fixed duplex trigger weapons jamming if both salvos are fired during the same frame
- Fixed a space tether death choreography not executing correctly if their segment max health is increased beyond a certain point - Fixed launch base boss launching nuke instantly if launchpad max hp has been lowered enough by items
- Fixed HE ammo not calculating the an attack's remaining kinetic damage correctly
- Fixed AM mission completion value not being saved correctly, leading to one item being potentially locked forever
- Fixed a charge related item not being added to the loot pool correctly
- Fixed Quantum Augment being able to change your boost ignition into the negative
- Fixed Quantum Augment being missing a turn rate up effect
- Fixed Quantum Augment not obeying global stat caps in some areas
- Fixed a problem preventing deep floor from being displayed correctly on certain resolutions
- Fixed Gladiator Aegis block move being unavailable until first weapon switching if you pick it up during a wave
- Fixed a bad combat chatter ID on the final boss
- Fixed homing flechette using the wrong casing anim
- Fixed phalanx having a freakishly large dmg multiplier against massive
- Fixed a problem causing knife strike sound to use multiple sfx simultaneous
- Fixed an issue preventing enrage crit chance bonus from affecting weapons that have no natural crit chance
- Fixed #dmgSway weapon prefixes not affecting explosion damage sway
- Fixed some typos

1.151 (No Masters beta)
- Added descriptions for all no masters items
- Fixed a problem causing Transmute Debris to trigger twice on each debris piece
- Transmute income is now capped at +20 per wave
- Transmute now converts all debris into 1 srm regardless of stacks and debris damage
- Added a visual indicator for transmute range (disappears for the remaining wave once cap is reached)
- Improved phage select animation for activated phages
- Made inactive phages more visible
- Fixed speedrun phage unlocking on any wave initializations instead of when reaching the final boss
- Fixed Fur starting passive being affected by pickup multiplier from starting items
- Reduced redout G-stress gain rate
- Fixed rock props not being repositioned correctly
- Fixed Phase Cluster Proxy using too small explosion size for submunitions

1.152 (No Masters beta)
- Added new custom impacts for most player weapons
- Improved Z-layering on player shot impacts
- Your rival no longer gains an attack rate bonus while in CQB mode
- Rival circle strafes more leisurely now
- Lowered knockback force on all enemy explosive shots
- Tether rocket phase is shorter now and fires fewer shots
- Tether kinetic gun attachments have more health and armor now, but are no longer immune to homing lock
- Tether kinetic wave fires faster now, but the phase lasts less long
- Tether now switches faster to a new phase after firing missiles - Tether map swipe phase now fires way more EMP shots
- Changed tether forced attack phase behavior if player is near ground/top clouds
- Tether defense sliders can move down and up further now - Hardgrade war room shell now fields additional shield scrambler domes instead of interdictor domes
- Naval cruiser now spawns with an escort of three destroyers
- Field Mace damage and piercing increased
- Increased piercing and ap on several other melee weapons
- Fixed player being able to activate/deactivate phages during the intro sequence
- Phase Flak damage increased

1.153 (No Masters beta)
- After you unlocked your first Technophage, the game now displays all locked ones on the titles screen with tooltips showing their unlock conditions
- The game now remember which Technophages you have enabled
- Attempted to make unlock conditions a bit more consistent: Wins with jets now universally unlock the next variant,
jet specific phage unlocks moved to stray endless wave 6
- Removed attack rate penalty on Warhead Workflow and Missile Maker
- Maker passives stacks now scale slower but also indefinitely
- Rocket Pod damage nerfed
- K-Wave Cannon damage, fire rate and boost accuracy nerfed
- Naval Cruiser escort now only comes with chaingun turrets, not with additional missile launch tubes
- Hardgrade boss armor increased
- Lowered debris dmg unlock requirement for Transmute Debris passive
- Technophage: Plate Flood now also makes enemies a bit more resistant to crits
- Improved handling of negative escalation values, fixing a crash related to Relief Force Dogtags on negative escalation (?)
- Revealing chest content with End-Tech Scanner should now immediately show the chest content's tooltip
- End-Tech Scanner should now also automatically identify chest content if it is unidentifiable (reveals ??? items) - Fixed unintended floating island spawns during certain boss fights
- Fixed some bad floor Z-layering
- Fixed Sector/Vertice Shield unintentionally blocking hostile photon shots
- Fixed Fur MK1 starting loadout still being affected by Technophage: Repli Parasite (?)
- Fixed enemy Flak Gun attachment not having a true color value to revert back to after color changes wear off
- Fixed strafe keys still selecting phages after run has been initialized already
- Fixed hardgrade boss death rage phase not being affected by enemy health modifiers
- Fixed a missing text id in GC mission progress chatter
- Fixed Orbital Support: Armor Strip unintentionally affecting enemy shields too

1.155 (No Masters beta)
- Your rivals skyborn threshold now increases each time it triggers, requiring them to deal damage 1 more time for each successfull regain
- Your jet will now give you a warning shortly before your rival uses it's DMZ field active (the effect itself can be dodged)
- Your rival will switch to circle strafing earlier now and will remain in the phase for longer
- Melee blocks now loose size depending on blocked damage and will eventually shatter, resulting in your block going on full cooldown
- Accordingly, melee size upgrades now make your block more durable in that regard
- Anomaly Ammo now reduces shot size
- The display options now longer allows to set cam zoom to lower than 1
- Interdictor Carrier elite variant health, armor and dome health reduced
- Deflecting enemy explosive shots now has them go on a longer, safer collision timout (0.2 seconds)
- Added some sparks to Contempter and Flotoid boss death choreography
- Gladiator Aegis now only grants empty heart containers (not filled ones)
- Fixed carrier immediately detonating after second engine is shot off
- Fixed a problem preventing multiple Flak Mechs to execute their skate dodge simultaneously

1.156 (No Masters beta)
- Jam Domes now also buff the attack rate of any enemy fighters within their jam range
- Flaotoid Bomber health increased
- Speedboat health decreased
- Improved player drone attack sound handling
- Player drones health, regeneration and damage scaling nerfed
- Floatoid and Contempter missile hatches now deal less explosion damage in a smaller radius on death
- Enemy Gunship dodge jump is a bit shorter now
- Jump-Slayer Frigate elite variant jumps faster now
- Added fallback exposure threshold for all enemies to make sure the passive takes effect
- Fixed passive loot multiplier from starting passive not taking effect
- Fixed some typos
- Fixed juice plug repeatedly triggering whenever being in contact with heart pickup
- Fixed a collision bug on Torpedo active (?)
- Fixed Hardlight Fuselage unlock state not loading correctly
- Fixed procedural Contempter insults in combat chatter not adding spaces correctly
- Attempted to fix bad player jet callsign generation again